Best Of
Re: AOC makes my eyes physically hurt
I can get it during night time ingame, especially if I run higher than medium settings. My eyes are under constant strain from the fog and TAA and what-not. I have the hardware to run at ultra with good FPS (100+), but my eyes say no. So for now I've resigned myself to run at medium settings (the world is much clearer) with an FPS cap active, so my computer is chilling as well. So yeah, perhaps try running at medium settings? Just turning down global illumination didn't do the trick for me.
Nerror
1
Re: Game Design Issues
Please stop listening to the selfish idiot crafters who ask for there to be no drops for combat in the game so that they can get wealthy. THE GAME WILL DIE IF YOU LISTEN TO THESE IDIOTS THAT DON'T CARE ABOUT GAME HEALTH, THEY JUST WANT TO MAKE A QUICK BUCK AND DON'T CARE IF THE GAME IS A DUMPSTER FIRE AS LONG AS THEY ARE WEALTHY IN IT.
If you think Crafters are happy right now, you're clearly not a Crafter.
My feedback so far for P3 - The game is a slog and I'm having to force myself to play.
I stopped playing after a month of P2, so I was ready to come back to some great changes now that P3 is finally here, but I feel like the gameplay has gotten so much less enjoyable. For some background, I pretty much exclusively go for artisan gameplay, so my feedback will be based around how I feel about the current artisan systems. If anyone is going to comment on this saying that the PvP gameplay is where the fun is at, I honestly believe you, but it's just not for me.
I don't understand why you keep making it harder to be able to afford to do processing/crafting. Every time we find a craft that allows us to make any amount of profit, you nerf it into the ground so that the final item doesn't even sell for as much as the reagents that went in to it. Meaning that for an artisan main the only real money makers at the moment are selling raw materials (which also only gives a tiny profit, making a new character and doing the starter quests again every 15 minutes would probably be more profitable) and doing commissions.
I think it's a uniquely messed up situation when the PvP/PvE people are complaining that they need to do crafting to get gear, but the artisan people are complaining that they can't afford to make gear with crafting so they're having to go farm mobs for glint. I wanted to get my artisan skills leveled up so that I could start making things for other people to save them from having to spend time leveling those same skills, but when I considered trying to optimise my afk times by making sure I always ended up somewhere with water so I could fish for idle income I knew there was something wrong with the system.
I don't mean to be a doomer but we're only a day in and I'm already wondering what my goals even are this phase, just level up and get gear and then wait for more updates? Node progress has been slowed down so much that there's going to be pretty long waits between gear upgrades. This phase feels like everything is specifically designed to be as slow as possible, which I guess extends how long people stay active for, but only if they don't get bored and stop even earlier. I planned to nolife this for weeks and I'm already looking for other things to play after just a day.
I'm sure this is a case where I should just leave the game to develop a bit more before I get back into it, but my whole guild has obviously just got back into the game and I want have fun playing testing the same game as everyone else.
I don't understand why you keep making it harder to be able to afford to do processing/crafting. Every time we find a craft that allows us to make any amount of profit, you nerf it into the ground so that the final item doesn't even sell for as much as the reagents that went in to it. Meaning that for an artisan main the only real money makers at the moment are selling raw materials (which also only gives a tiny profit, making a new character and doing the starter quests again every 15 minutes would probably be more profitable) and doing commissions.
I think it's a uniquely messed up situation when the PvP/PvE people are complaining that they need to do crafting to get gear, but the artisan people are complaining that they can't afford to make gear with crafting so they're having to go farm mobs for glint. I wanted to get my artisan skills leveled up so that I could start making things for other people to save them from having to spend time leveling those same skills, but when I considered trying to optimise my afk times by making sure I always ended up somewhere with water so I could fish for idle income I knew there was something wrong with the system.
I don't mean to be a doomer but we're only a day in and I'm already wondering what my goals even are this phase, just level up and get gear and then wait for more updates? Node progress has been slowed down so much that there's going to be pretty long waits between gear upgrades. This phase feels like everything is specifically designed to be as slow as possible, which I guess extends how long people stay active for, but only if they don't get bored and stop even earlier. I planned to nolife this for weeks and I'm already looking for other things to play after just a day.
I'm sure this is a case where I should just leave the game to develop a bit more before I get back into it, but my whole guild has obviously just got back into the game and I want have fun playing testing the same game as everyone else.
AOC makes my eyes physically hurt
With the release of phase three, I've been playing around six hours a day, and my eyes hurt due to the visual style.
I usually spend this same amount of time on the computer, playing other games/doing work, doesn't hurt my eyes. Now the past two nights going to sleep, eyes are throbbing.
Wanted to see if anyone else has the same experience? The main things I can put my finger on is the flickering of the leaves/trees, the general haziness/bloom of the game.
Phase three has been great other than that it hurts my eyes, love the balance of XP to the quests and exploring the most, and the revamp of crafting/gathering. Great job intrepid!
I usually spend this same amount of time on the computer, playing other games/doing work, doesn't hurt my eyes. Now the past two nights going to sleep, eyes are throbbing.
Wanted to see if anyone else has the same experience? The main things I can put my finger on is the flickering of the leaves/trees, the general haziness/bloom of the game.
Phase three has been great other than that it hurts my eyes, love the balance of XP to the quests and exploring the most, and the revamp of crafting/gathering. Great job intrepid!
Esemo
2
Re: Skin free Server type
Sophisticus wrote: »I hate skins (edit: and Transmog) in MMORPGs. They destroy immersion and the credibility of the items.
Please, after the full release of Ashes, release a server type alongside normal servers where the in-game shop and all its contents are disabled. Access to such skin-free (edit: and Transmog) shop completely disabled servers would require some kind of premium (T2 subscription).
I would be willing to pay twice the monthly subscription fee for that.
Why not just make an option for you to toggle skins off on your client alone?
Because part of what Intrepid are selling with all appearance items is the ability to show your character to others how you want others to see it.
If players have a toggle to not see your character the way you paid to show it, why pay to show it the way you want?
Im still of the opinion that a PvP game should only ever show characters wearing the items that they are deriving stats and effects from, but as cosmetics are Intrepids secondary revenue source, their hands are tied in this regard, and no amount of discussion on the topic is going to change Stevens mind.
Long gone are the days when looking at an avatar let you gage how you would interact with them in combat but I would not pay more to have that brought back. It is what it is.
Yeah, I would also.
My hope is that the next MMO that comes along listens to this, because when an MMORPG gets to the point where it exchanges in game looks for money (which Ashes first did in 2017), it is too late to change.
Noaani
1
Re: The Removal of Additional Rarity-Based Stat Lines
Ahhh, so it IS a shitty scaling then. I've been asking about it ever since we've heard about this change to tiers. So yeah, the only crafting that will matter is the T1 stuff of each grade.
Ludullu
2
Re: The Removal of Additional Rarity-Based Stat Lines
I don't understand this decision at all.
I was just gonna like but this bears repeating.
Azherae
4
Re: The Removal of Additional Rarity-Based Stat Lines
Ahhh, so it IS a shitty scaling then. I've been asking about it ever since we've heard about this change to tiers. So yeah, the only crafting that will matter is the T1 stuff of each grade.
I remember your comments in the other post. Both your fears and mine seem to have come true.
I still don't know if tiers can alleviate this somewhat, but it's disheartening that it's happening with the most common items.
I don't understand this decision at all.
2
Re: Gathering Contests and CCable Greens
Yeah, I'd be fine with that. I'm almost sure all the "pvpers" will flip out over this, cause it's pretty much an instanced fight for pvers, but I do agree that this would provide a less stressful way to compete for mats.Arya_Yeshe wrote: »So:
- Claim and you can claim only one resource at a time
- Keep gathering until your claim timer runs out, then the claim ends and can claim it again
- If others claim the same resource, a duel starts
- If you refuse the duel, the resource gets locked for you
- If you wander too far, it's treated like losing a duel, the resource gets locked for you
- Win a duel and a few seconds are added to your claim timer
Yes, I was considering in helping out the more PvE inclined people into having some level of PvP, so they can feel the waters first before becomming pvp addicts


